I did manage to get Tetris working with a bit of, uhh, hackery. I examined the file with a hex editor and noticed it seems to start over at line 4010. I deleted lines 4010 through 1C010 and now it works as expected. I would like to figure out what exactly has been shoehorned in the middle of an otherwise good ROM but that will probably have to wait until the new year. Happy Holidays, y'all!

The only game I am having trouble with is Bases Loaded. It is the only SFROM game I have. I've tried the SLROM script (mmc1_slrom.ad) because I thought it would be similar. The 64 KB CHR ROM dumps fine, but the PRG ROM is giving me problems. Bases Loaded's PRG ROM is 256 KB. I've been reading up about the MMC1 mapper on nesdev's wiki and I see that it has to be accessed serially with a shift register. I also see that the banks can be switched. If I'm reading it right, the SLROM script sets the PRG ROM configuration to switch banks at 0x8000 while keeping the last bank fixed at 0xc000. When I use 'd2' in the command (anago.exe d2 mmc1_slrom.ad "Bases Loaded.nes"), the cpu pagesize gets set to 16, so it reads 15 banks of PRG ROM (15 x 16 KB = 240 KB) from 0x8000 and then the last bank at 0xc000, for a total of 256 KB. However, the crc32 does not match any of the ones found in bootgod's database.

Has anybody been able to dump Bases Loaded successfully? Does it have a different switching configuration?

I am a total newbie to all of this, so I hope I am reading the scripts correctly.

You're right; SFROM should be identical to SLROM in terms of the script used.

I'm not really clear why you're having problems. If you take the dumped PRG, and split it into sixteen 16 KiB slices, are any of them identical? (Apparently the 9th, 11th, 13th, and 15th slices are. But only those.)

You're right; SFROM should be identical to SLROM in terms of the script used.

I'm not really clear why you're having problems. If you take the dumped PRG, and split it into sixteen 16 KiB slices, are any of them identical? (Apparently the 9th, 11th, 13th, and 15th slices are. But only those.)

Thanks for the response! None are identical except the ones you mentioned:

It's interesting to look at the different profiles for Bases Loaded on bootgod's site. Between the first release and revision A, the hardware changed from MMC1A to MMC1B2. My copy has the black Nintendo trademark circle, so it's one of the first versions. Does the fact that it's MMC1A hardware make a difference?

I am looking for an .ad/.ag script for Gumshoe, iNES Mapper 66. I believe this is the same mapper used for the combo Super Mario Bros / Duck Hunt.

On that note, it might be helpful to setup a GitHub/SourceForge repository or something for all of the mapper scripts. It seems many exist, but they are not all in one place.

18 months later...

I just got my kazzo in the mail today (thanks Paul!) and have been fussing with it all night. Had to switch to the old kazzo firmware and anago command line to get my games dumping (I'm used to the phrase "ripping", so excuse any transitional slang misuse) and have had most problems solved by trying variations on mmc1 through mmc3 for my anago scripts (.ad/.ag files) but my Mapper 66 game in particular, Super Mario Bros. / Duck Hunt, was not giving me any solutions.

I then found arantius's anago-scripts repo which I think PatHawks is the same type of aggregate repo you are interested in. Not sure if arantius is you by another name, as I'm brand new to the NesDev community, with only light emulation/ripping work.

Anyways, there's a script for Mapper 66 games there! _gnrom.ad, but it doesn't seem to work with the version of anago in infiniteneslives' kazzo zip - so I tweaked it to address the error it was throwing ("the index 'cpu_romsize' does not exist") by copying bits of code from mmc3.ad, and it seems to work!

So if anyone is trying to address 74161/32 (66) being the listed requirement for a Mapper in the nesmapper.txt file, my tweak on the _gnrom file seems to work with the latest anago from infiniteneslives. Let me know if there are any issues, or feel free to just modify it yourself!

EDIT: Y'know, I really should pay attention when there are only two contributors on a project to who the second guy is... looks like you are not arantius, but pathawks on github. Go figure!

I just got into dumping NES games using the Kazzo and so far so good. I have been dumping a lot of my regular games but now I would like to dump some Gluk games. Specifically Gluk the Thunder Warrior. Since this is a hack if you will of the TXC original Thunder Warrior that used the Mapper 189 (http://wiki.nesdev.com/w/index.php/INES_Mapper_189) I was wondering if anyone have done a dumper script supporting this? I anyone can help I would very much appreciate it and share the dumps with you.

Yes no problem! I took a picture on the front as well in case there are any confusions:

I do not have the knowledge on how to adapt the mapper scripts. I would like to learn (I tried to look at the script and compare it to the mapper 4 documentation) but I think and hope there are people out there that could help me with this resulting in this going faster.

Anyway, with no luck I will try get more information on how to make dump scripts on my own. I have several games I cannot find roms too which I would like to dump sharing with other collectors.

Naruko's provided mmc3 script is complex enough that I'm a little afraid of it, but as I said, you should just be able to dump it twice once using each technique, split the resulting files and reassemble into something functional.

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